Soldner VonKuechle wrote:
Im fairly certain you're unaware who adipem nothi is or what his DUST credo is.
Which is irrelevant because kwyk is a better system becaude tangible items do get people fr more excited short term than a random bumpof 10 to 20k isk at ghe end of the match.
Having a.tangible object creates a sense of wonder, how did i get this? Who did i shoot? Was it that guy with the proto rail gallenta gk0 that kept killing me?
It creates a desire for knowledge and furthers the instant-gratification that drives the world today.
If i get junk in salvage, i pay for more attention unto wtf is going on than an arbitrary and unexplained bump in isk payouts.
PS stompera arent going to keep shooting militis Bros if they keep loot mlt level garbage. If i see you with an agmius, imma shoot your dumbazz intead of that std yourr using as a guman shield.
I want that effing gun, not the raw isk value attached to it, which the match payout will NEVER pay because of the sheer amount of raw isk it would pump into the economy.
You're both solving the problem, but only one of you gets the construction parameters of battlepayout.
I am aware of more then you think, here's one thing you should consider tho
If I kill 10 prototype players and only get 500 wp while another player kills 20 mlt players and gets 1k well who do you think has more skill? because as I see it people seem to think they are better then others depending on how many players they kill even if all they kill are newbros that cant even defend themselves half the time
rewarding players that try while giving incentive to try harder, that is something that the keep what you kill reward does not accomplish
and like you said stompers wont shoot at something that's not worth it, sure you may be wrong because they still will slaughter them to get the wp so they can inflate their rewards but if they only get an abysmal amount of wp from them they are more likely to focus on more favorable targets
inflating the market by allowing people to keep the gear others lose is a bad thing with too many officer weapons being in rotation they would lose value or at the vary least become too common
my idea seeks to make the low risk low reward and high risk high reward more prominent, while improving not fixing many other issues making it easier to fix them or at least clearly see the underlying problems